More Than Human.pdf

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CHARACTER THE SUPERHUMAN TEMPLATE Because of the great variety in superhuman types— some have exotic powers, others are simply incredibly strong or tough, and others still are nothing but ordinary people with access to vast resources and unique technology—applying the superhuman template works somewhat differently than applying other supernatural templates. All Superhumans automatically receive one dot in Power Level; superhuman characters also receive a number of starting experience determined by the Storyteller (usually 150*, but possibly more or less depending on the desired power level of the chronicle). This starting experience may be used to purchase traits in the normal manner during step 5 of character creation ("apply supernatural template"); costs for traits not listed in the core World of Darkness rulebook are given below. A superhuman character may use this starting experience to raise Attributes and Skills above 5 dots. Keep in mind that, strictly speaking, More Than Human characters don't ever actually have to have been human. Robots, aliens, animals and hidden anthropoids are all viable characters in this game. In order to help make sure they are viable, the Superhuman template also includes the removal of any game-mechanic drawbacks that would make the character 'less than human' for free, unless the player wishes to take a Flaw** to represent the problem (the most typical being "Inhuman"). That means that if you're making Fido, The K9 Supercop, you get human-level intelligence and impulse- control for free, and the Inhuman Flaw to cover the lack of thumbs, voting rights, etc. Similarly, the robot gets full human Morality and a soul upon it's inexplicable awakening to sentience. The Superhuman template also has a strange way of occasionally altering or negating abilities that non-human characters possess, apparently without reason. In other words, any advantages that the character would have from being non-human disappear unless they are represented by an appropriate merit, superpower, or other game mechanic. SUPERHUMAN CHARACTER CREATION 1. Record header information (Codename, Real Name, Concept, etc.) Optional: Choose Superhuman Origin and Calling. 2. Assign Attributes (5/4/3). No Attribute may be increased above 5 at this point. 3. Assign Skills (11/7/4). No Skill may be increased above 5 at this point. 4. Assign Skill Specialties. 5. Apply Superhuman template. Record starting Power Level (1) and spend starting experience. Note that the experience spent at this point can be used to increase above 5 dots. 6. Record Advantages. Morality dots may be exchanged for additional experience on a 1:5 basis, down to a minimum of Morality 5. 7. Assign Merits (10). Merit dots may be exchanged for Power Level dots on a 3:1 basis. 8. Spend or record any remaining experience. Record starting Verve (equal to maximum Verve). EXPERIENCE COSTS Costs listed with an * are used only if the game is being run with the God Machine Chronicle rules update. Players not using that system should simply ignore those costs. Power Level: (8 x new rating) per dot, or 6 experiences* per dot. Alpha Class Superpower: (3 x new rating) per dot, or 3 experiences* per dot. Beta Class Superpower: (5 x new rating) per dot, or 5 experiences* per dot. Gamma Class Superpower: (7 x new rating) per dot, or 7 experiences* per dot. Omega Class Superpower: *Special* Omega Class powers cannot be taken without alteration. Every Omega Class power must be given a weakness in order to be purchased, thus turning it into a Gamma Class power for the purposes of experience purchases. NEW ADVANTAGE: POWER LEVEL Power Level is basically just that—a superhuman’s relative power level in comparison to the other superhumans of the world. Sidekicks and mass-produced metahuman soldiers would have Power Levels of 1-3, while demigods like Superman or Goku would have Power Levels of 9-10. A character’s Power Level determines the maximum number of dots she can have in any given power, the maximum number of Verve she can possess at any time, the number of Verve recovered at the start of each scene or from acting in accordance with a Virtue or Vice. However, as the character’s Power Level increases, so does her ego, ; a superhuman suffers a penalty to all degeneration rolls based on her Power Level. Power Level Superpower Max Max Verve / Per Recovery Degeneration Penalty 1 5 10/1 -0 2 6 11/1 -1 3 6 13/2 -1 4 7 16/2 -2 5 7 20/3 -2 6 8 25/3 -3 7 8 31/4 -3 8 9 38/4 -4 9 9 46/5 -4 10 10 55/5 -5

description

Rules to play as Supers in the New World of Darkness.

Transcript of More Than Human.pdf

  • CHARACTERTHE SUPERHUMAN TEMPLATE

    Because of the great variety in superhuman typessome have exotic powers, others are simply incredibly strong or tough, and others still are nothing but ordinary people with access to vast resources and unique technologyapplying the superhuman template works somewhat differently than applying other supernatural templates.

    All Superhumans automatically receive one dot in Power Level; superhuman characters also receive a number of starting experience determined by the Storyteller (usually 150*, but possibly more or less depending on the desired power level of the chronicle). This starting experience may beused to purchase traits in the normal manner during step 5 ofcharacter creation ("apply supernatural template"); costs for traits not listed in the core World of Darkness rulebook are given below. A superhuman character may use this starting experience to raise Attributes and Skills above 5 dots.

    Keep in mind that, strictly speaking, More Than Human characters don't ever actually have to have been human. Robots, aliens, animals and hidden anthropoids are all viable characters in this game. In order to help make sure they are viable, the Superhuman template also includes the removal of any game-mechanic drawbacks that would make the character 'less than human' for free, unless the player wishes to take a Flaw** to represent the problem (the most typical being "Inhuman").

    That means that if you're making Fido, The K9 Supercop, you get human-level intelligence and impulse-control for free, and the Inhuman Flaw to cover the lack of thumbs, voting rights, etc. Similarly, the robot gets full human Morality and a soul upon it's inexplicable awakening to sentience.

    The Superhuman template also has a strange way of occasionally altering or negating abilities that non-human characters possess, apparently without reason. In other words, any advantages that the character would have from being non-human disappear unless they are represented by an appropriate merit, superpower, or other game mechanic.

    SUPERHUMAN CHARACTER CREATION1. Record header information (Codename, Real Name, Concept, etc.) Optional: Choose Superhuman Origin and Calling.

    2. Assign Attributes (5/4/3). No Attribute may be increased above 5 at this point.

    3. Assign Skills (11/7/4). No Skill may be increased above 5 at this point.

    4. Assign Skill Specialties.

    5. Apply Superhuman template. Record starting Power Level (1) and spend starting experience. Note that the experience spent at this point can be used to increase above 5 dots.

    6. Record Advantages. Morality dots may be exchanged for additional experience on a 1:5 basis, down to a minimum of Morality 5.

    7. Assign Merits (10). Merit dots may be exchanged for Power Level dots on a 3:1 basis.

    8. Spend or record any remaining experience. Record starting Verve (equal to maximum Verve).

    EXPERIENCE COSTSCosts listed with an * are used only if the game is being run with the God Machine Chronicle rules update. Players not using that system should simply ignore those costs.

    Power Level: (8 x new rating) per dot, or 6 experiences* per dot.

    Alpha Class Superpower: (3 x new rating) per dot, or 3 experiences* per dot.

    Beta Class Superpower: (5 x new rating) per dot, or 5 experiences* per dot.

    Gamma Class Superpower: (7 x new rating) per dot, or 7 experiences* per dot.

    Omega Class Superpower: *Special* Omega Class powers cannot be taken without alteration. Every Omega Class power must be given a weakness in order to be purchased, thus turning it into a Gamma Class power for the purposes of experience purchases.

    NEW ADVANTAGE: POWER LEVELPower Level is basically just thata superhumans

    relative power level in comparison to the other superhumans of the world. Sidekicks and mass-produced metahuman soldiers would have Power Levels of 1-3, while demigods likeSuperman or Goku would have Power Levels of 9-10. A characters Power Level determines the maximum number of dots she can have in any given power, the maximum number of Verve she can possess at any time, the number of Verve recovered at the start of each scene or from acting in accordance with a Virtue or Vice. However, as the charactersPower Level increases, so does her ego, ; a superhuman suffers a penalty to all degeneration rolls based on her PowerLevel.

    PowerLevel

    SuperpowerMax

    Max Verve / Per Recovery

    DegenerationPenalty

    1 5 10/1 -02 6 11/1 -13 6 13/2 -14 7 16/2 -25 7 20/3 -26 8 25/3 -37 8 31/4 -38 9 38/4 -49 9 46/5 -410 10 55/5 -5

  • VARIANT: ACCELERATED PROGRESSIONRaising one's Power Level is, regardless of benefits,

    a huge XP sink, and it's always better to incentivize such things than to force them. For faster progression, the Storyteller may choose to use one of the following optional rules:

    Power Level costs a flat 8 XP per dot, as opposed to 8 timesthe new rank.Characters gain additional XP per session equal to their Power Level -1.

    NEW ADVANTAGE: VERVEVerve represents a superhumans ability to use his

    powers and to exert himself before tiring. Much like Willpower, Verve represents a superhumans inner reserves and his ability to persevere through adversity. Verve is measured strictly in points, which the superhuman spends to activate superpowers and to enhance his performance.

    Many superpowers require the expenditure of at least one and sometimes more Verve to activate them. A character mayspend any number of Verve per turn to activate superpowers.In any situation where a character would spend or lose a point of Willpower, he may elect to spend or lose a point of Verve instead. This counts as the characters sole Willpower expenditure allowed for the turn; in other words, a character could not elect to spend both a Willpower and a Verve for twice the bonus. He may however spend an amount of Verve on "Heroic Effort" and "Resistance" bonuses up to his Power Level, increasing the bonus by 1 for each additional Verve spent.A character receives a certain number of Verve at the beginning of each scene, based on his Power Level as given in the table above. A character may also recover Verve once per scene for acting in accordance with his Virtue, and once per scene for acting in accordance with his Vice; in each case, the character recovers the same amount of Verve as he does at the start of the scene.

    NEW ADVANTAGE: SUPERHUMAN STYLE

    A superpowered character may change their entire outfit, reflexively, once an action. They also appear to be entirely immune to wardrobe malfunctions, as well as penalties related to inappropriate clothing for the given situation. Clothing fits perfectly, and even characters with no skill in Craft can make at least one rather durable and easily repaired dramatic outfit. Armor, if worn, need not have more than a passing familiarity with the physics governing actual bodily protection, and need not cover much of the character'sframe at all. Female characters likewise have breasts capable of ignoring gravity entirely.

    Players may always waive these benefits if they deem it appropriate to their character.

    NEW ADVANTAGE: STYLISH EXECUTION

    Superheroes and Supervillians are larger than life characters, and when they play to their larger than life personae, it can aid their actions and revitalize their reserves.When a superhuman character enhances the description of arolled action or a dodge by adding a snappy one-liner or similar quip, they add a die to that action, or add one to their defense after doubling it for the dodge. If using the God Machine Chronicle rules update, the character takes one beat the first time they achieve a one-die Stylish Execution in a scene.

    Creative uses of powers, the environment or other creative actions may allow the player to add two dice to a roll or add two to a defense rating after doubling for a dodge. Theplayer can also take advantage of dramatic or comedic timingto get this bonus. For example, listening in on a villain with a bug, and choosing to swing through the window right after hearing them say, "What could go wrong?". In addition, the character can gain a point of willpower back with this level of stylish execution.

    Particularly impressive and creative descriptions canbe awarded three dice, or add three to a defense. This garners the character one additional exp point. That exp award can only be given once per session.

    The Storyteller awards these bonuses.

    Note that the bonus to defense is applied before any doublingthe defense rating in the case of a dodge.

    The Storyteller may allow creative enough descriptions to evoke small rules' benefits in place of dice benefits, as appropriate to the situation. Examples of such effects are combat complications, like knockdown and knockback, or applying Defense in inapplicable instances*.

  • MTH:SuperpowersSUPERPOWERS

    This is a list of possible abilities that a superhuman may have. A character may not have multiple copies of the same superpower,though powers with different Extras do not count as the "same" superpower; for example,a character could have Force Bolt 3 with the Continuous Fire Extra and Force Bolt 3 with the Damage Upgrade Extra, but she could nothave both Boost (Strength) 3 and Boost (Strength) 2.

    SUPERPOWER ENTRY FORMATPOWER NAMEClass: The superpowers Class, which determines its experience cost.

    Type: Tech, Mystic, or Bio. These categories relate to the character's Superhuman Origin. If not using Origins, ignore them. They roughly identify weather the power is typically Technological, Mystical or Biological in form.

    Cost: Any activation costs (such as Verve, Willpower, or health levels) that must be paid to activate the power.

    Dice Pool: The dice pool for the powers roll. In some cases the power works automatically,when this is not specified the player must succeed at this roll in order to activate the power and use it successfully on a target. When the power works automatically the roll is used to govern some other aspect of it's use, such as damage or another measure or it's effectiveness. The dice pool for a power is usually an Attribute + Skill + the number of dots in the power.

    At the Storytellers discretion, the Attribute or Skill involved may vary from the one listed, but the combination given is the default. This is not an excuse to match all power pools to one die pool so as to min-max the character, it is a way of matching the rational for the power to the appropriate pool.

    For instance, a character who can fly due to a superhuman mutation would have the default die pool, but a character who flies due to having wings would likely use Strength + Athletics, and a character who flies by magical means would (possibly) use Composure + Occult.

    Most activation roll dice pools have the Skill listed in parentheses; in these cases, there is no penalty for a character using the power without possessing any dots in the relevant Skill. In effect, knowledge of the Skill helps the character use the power more effectively, but not knowing the Skill doesnt make it any harder to activate the power.

    Action: The type of action (Instant, Reflexive,Extended, Contested) required to activate the power.

    Range: The powers short range, usually given in yards; a powers medium range is equal to twice its Range characteristic, and itslong range is equal to four times its Range characteristic. Powers with a Range of Self may only be used on the character himself. Powers with a Range of Touch require that the character make physical (though not necessarily skin-to-skin) contact with his target; if the character is attempting to touch an unwilling target, he must succeed at a Dexterity + Brawl roll to do so, and the targetsDefense applies.

  • Area: The powers area of effect, if any.Duration: How long the powers effect lasts. Powers that have a one-time, immediate effect (such as Force Bolt) have a Duration of Instant, while powers that are constantly in effect or which model some lasting change to a characters physiology have a Duration of Permanent. Powers that fall between these two extremes have a Duration listed in turns, scenes, or some other appropriate time unit. Some powers, whose Durations are listed as "Concentration," remain in effect for as long as a character concentrates on maintaining them; while maintaining a power in this manner, a character loses her Defense and may not move faster than her Speed in a turn (IE she may not run).

    Effect: What the power actually does, in game terms.

    Extras: Any specific Extras that this power may be given, in addition to the general ones listed separately. Extras are essentially "upgrades" to a power that make it more efficient or powerful. Each Extra added to a power increases that power's Class by one; Alpha to Beta, Beta to Gamma, ect. A power'sClass may also be decreased by assigning Weaknesses to it; essentially the opposite of Extras, Weaknesses decrease the effectiveness of a given power by making it more difficult to use or costly.

    ACID BLOODClass: Alpha

    Type: Bio

    Cost: --

    Dice Pool: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: The character's blood is a highly corrosive substance,and opponents who strike the character in melee risk being burned by his blood. Whenever a target character comes in contact with this character's blood (such as by dealing at least one level of lethal or aggravated damage to the character with a melee or point-blank ranged attack, or by attempting to perform surgery on this character), this character must make an immediate Stamina + Acid Blood roll, with each success dealing one level of lethal damage to the target. It is up to the Storyteller to determine whether or not the target's Defense applies to a given Acid Blood attack. The Stamina + Acid Blood roll should also be made for objects that pierce or cut the character's flesh, and at the Storyteller's discretion, other nearby objects or characters may also be affected.

    AFFLICTClass: Beta

    Type: Mystic

    Cost: 1 Verve

    Dice Pool: Dexterity + (Brawl) + Afflict (Power Level + armor)

    Action: Instant

    Range: Touch

    Area: N/A

    Duration: (5 + Afflict - target's Stamina) turns, minimum 1

    Effect: The character is able to fundamentally weaken living things. Each success on the activation roll incurs a -1 penalty to the target's physical actions and Speed for the duration. These penalties can be removed by any effect that removes bashing damage on a 1:1 basis. Multiple uses of Afflict do notfully stack, but increase the previous affliction by 1 and reset the duration. Non-living targets are unaffected.

    Extras: None

  • ARMORClass: Beta

    Type: Tech, Mystic or Bio

    Cost: N/A

    Dice Pool: N/A

    Action: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: The character is covered in layers of chitin or scales, or his flesh is simply incredibly resistant to damage. When damaged, each dot in Armor downgrades one level of damage one category.

    If the player wishes to be able to switch Armor on or off at thestart of the character's turn, this can be arranged, but he always starts a scene with Armor off, making him vulnerable to surprise attacks.

    Extras:

    Bulletproof - The character's armor reduces damage levels as opposed to downgrading them.

    Alternate Rule: In more lethal chronicles, the Storyteller may decide the Bulletproof extra adds the character's dots in Armor to his armor stat, in addition to downgrading damage but instead of reducing damage. If the player wants this power to reduce damage, that's an extra named Impervious and counts as two extras.

    Weaknesses:

    Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common.

    NOTE: In the Bloody Knuckles & Domino Masks chronicle, Armor is an Alpha class power, not Beta.

    BANISHMENTClass: Alpha

    Type: Mystic

    Cost: 1 Verve

    Dice Pool: Intelligence + (Occult) + Banishment

    Action: Instant or Extended

    Range: (Power Level + Banishment) x 2 yards

    Area: N/A

    Duration: N/A

    Effect: The character attempts to send a being not of this world back to where it belongs. To do so the character needs to achieve successes equal to the Rank of the spirit or the Summoning Rating of a corporeal being. This can be done asan instant or extended action, as needed. Any character with an occult rating equal to the target number required may participate in the ritual if it is an extended action.

    Only beings not native to the realm of existence they are currently on may be subject to Banishment.

    Creating a ritual area, with whatever trappings are appropriate to the character's mystic style, aids in extended rituals of this type. Assume each 1/2 hour of effort put in to preparation of the ritual adds one die to the roll, up to the character's Power Level.

    At the STs discretion, some beings may require special materials to be obtained or situations to arise before they canbe banished.

    BOOSTClass: Beta

    Type: Tech, Mystic, or Bio

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Simple (takes an action to perform)

    Range: Self

    Area: N/A

    Duration: One scene

    Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought. When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost. This is a direct increase to the Attribute in question, and as such may affect the characters derived stats (such as Speed or Willpower). A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.

    Extras:

    Extra Attribute - Power increases two Attributes simultaneously instead of one.

    Mega-Boost - The effect can be activated cumulatively, stacking up to once per Power Level.

    Boost Other - The character may use this power on other people they are currently touching. One activation covers oneperson. Alternatively, the character can take this ability in place of being able to boost themselves. This alternative does not count as an Extra.

    Weaknesses:

    Specific - The effect increases a Skill instead of an Attribute.

    Highly Specific - The effect increases a Specialty instead of an Attribute, but unlike other specialties, can go above 1 dot.

  • BOUNDING LEAPClass: Alpha

    Type: Tech, Mystic, or Bio

    Cost: 0 Verve

    Dice Pool: N/A

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: One scene

    Effect: The character is able to leap a far greater distance than would normally be expected. All of the character's final jumping distances are multiplied by the character's (Power Level + Bounding Leap); EG, a Size 5 character with Power Level 2 and Bounding Leap 2, who makes a running broad jump and scores three successes on the Strength + Athletics roll, would travel a grand total of [5 + (4 x 3)] x (4) = 68 feet.

    Extras: None.

    CLONEClass: Gamma

    Type: Mystic or Bio

    Cost: 1+ Verve

    Dice Pool: N/A

    Action: Instant

    Range: (Power Level + Clone) yards

    Area: N/A

    Duration: One scene

    Effect: The character creates multiple copies of herself withinrange, up to her dots in Clone + 1 at once, at a cost of at least one Verve per clone, and taking one turn. Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc. (The player may opt to give her clones a distinct appearance to suit the rationale for this power, but gains no mechanical benefit in exchange.) However, the clones are not as powerful as the original character; each clone suffers a -2 penalty to all dice pools, each clone has only half as many Health levels as the original, and clones do not possess the Clone power themselves. Clones share no mental link with each other or the originating character, and must communicate normally. A clone lasts until the end of the scene or until the originating character wills it out of existence. Clones have the amount of Verve their creator spent to activate this power -1.

    Clones act on the same initiative. The character may only have a number of clones at a time equal to twice her dots in Clone.

    This power is similar to the Duplicate power. Players considering Clone for their character may wish to look over the Duplicate power as well.

    Extras:

    Haste - The clones may act on the turn they are created.

    Hive Mind - The clones share thoughts and senses with the originating character.

    Weaknesses:

    Degradation - Clones have one less dot in all powers than the originating character. If this would cause them to lose a technique, it's always the same one.

    Fragile - Clones have no Health, and disappear if they take any damage.

    CYBERKINESISClass: Beta

    Type: Tech

    Cost: 1 Verve

    Dice Pool: Composure + (Computer) + Cyberkinesis

    Action: Instant

    Range: (Power Level + Cyberkinesis) x 5 yards

    Duration: Concentration

    Effect: The character is able to manipulate computers and technology. The character can take control of any device withmechanical, or electronic parts. A single success is all thats required for the character to control a given piece of technology; if another character wishes to take control away from the cyberkineticist, the opponent must make an appropriate contested roll (such as Strength + Drive, Dexterity + Drive, or Intelligence + Computer) and score moresuccesses than the character scored on her initial activation roll.

    While under the character's control the piece of technology can take any action it could logically take if a person who wastrained in it's use was using it to do. If the character wishes tomake an attack with the item, the base pool is Wits + Cyberkinesis. The Storyteller may well want to impose penalties due to the appropriateness of the item being used (generally it would have to at least be mobile, as this power doesn't make things fly that can't under their own power). Likewise the object's damage modifier, if any, is up to the ST.

    If the piece of technoligy requires power to function, the system in question must be powered on to use this power effectively. An activation roll of the power can be used to power up the device if it has access to a power source though (usually meaning it's plugged in), and without a roll.

    Cyberkinesis has an associated Power Tree.

  • DEATH TOUCHClass: Beta

    Type: Mystic or Bio

    Cost: 2 Verve

    Dice Pool: Dexterity + (Brawl) + Death Touch (targets armor + defense + Power Level)

    Action: Instant

    Range: Touch

    Area: N/A

    Duration: Instant

    Effect: The character is able to destroy living things with little effort. The activation roll is an attack that deals lethal damage. If the target takes any damage, it takes 1 lethal continuous damage until it succeeds on a reflexive Stamina roll. Non-living targets take bashing damage from the initial attack and no continuous damage.

    Extras:

    Aggravated - The attack deals aggravated damage.

    Afflicting - The attack applies a Tilt to the target if it lands, chosen at the time the power is taken and appropriate to the rational for the power.

    Weakness:

    Non-Lethal: The attack does bashing damage.

    DENSITY CONTROLClass: Beta

    Type: Tech, Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Stamina + (Survival) + Density Control

    Action: Extended

    Range: Self

    Area: N/A

    Duration: One scene

    Effect: The character may increase or decrease his density. If the character is increasing his density, each success gained on the activation roll doubles the characters weight and grants the character +1/+1 armor.

    If the character is decreasing his density, every two successes increases their Defense by 1. In addition, a less dense character has an easier time slipping through cracks and getting through tight openings. For every two successes, lower their effective size by one for the purposes of moving through spaces only.

    DISRUPTClass: Alpha

    Type: Tech, Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Intelligence + (Science) + Disrupt - target's Resolve, Stamina, or Composure

    Action: Instant

    Range: Touch

    Area: N/A

    Duration: One scene

    Effect: The character is able to disrupt other characters' superpowers, of the same type. If this power is bought as a Mystic power it disrupts Mystic Powers for example.

    Each success on the activation roll creates one point of disruption which rests on one superpower the target has. Thecharacter must know the target has the specific power to target it. Each time the target rolls to activate that power they have one success negated for each point of disruption on that power, and one point of disruption is removed from the pool. Powers that do not need to roll to activate are unaffected. The pool of disruption fades at the end of the scene.

    The resistance trait applied is whichever one is appropriate for the activation roll for the power (Stamina for physical attributed powers for example).

    Extras:

    Duel Purpose - With appropriate rational the power counts asmore than one type. The second type is chosen at the same time as the first. A truly creative rational could incorporate all three types, making this a Gamma power.

    DOMINATIONClass: Beta

    Type: Mystic, Bio or Tech

    Cost: 1 Verve

    Dice Pool: Intelligence + (Persuasion) + Domination vs. target's Resolve + Power Level

    Action: Contested; resistance is reflexive

    Range: (Power Level + Domination) x 5 yards

    Area: N/A

    Duration: See below

    Effect: The character is able to control the minds of others. Inorder to use this power, the character must be able to communicate effectively with her victim, either vocally or through some other means (Telepathy, sign language etc.). Mind control works in stages. For each success on the activation roll over the resistance roll, the target may be subjected to one stage of the character's mind control, or freed from one stage of an opposing mind control, but subjecting a target to multiple stages at once costs 1 additional Verve per additional stage.

  • Stage 1: The character may issue a single negative command (and don't even think about using double negatives!), such as "don't attack me" or "don't make eye contact with anyone", that the target must not defy, but the target is otherwise free to choose his actions.

    Stage 2: The character may issue a single negative or positive command, such as "purchase a rifle at the local sporting goods store" or "stand perfectly still for one minute", that the target must follow to the best of his ability.Commands given at stages 1 and 2 cannot be longer than 10words, cannot be blatantly impossible ("count all the grains ofsand on this beach"), cannot pose any apparent danger to the target or his allies ("walk off this cliff"), and cannot end a conflict instantly ("go to the police station and turn yourself in").

    Stage 3: As stage 2, except conflict-ending commands are allowed.Stage 4: As stage 3, except impossible or dangerous commands are allowed.Stage 5: As stage 4, except the command can be as long and complex as the character wants.A target can be subjected to any number of stages of mind control beyond 5 to increase the effect's duration. If the command takes longer than 10 minutes to perform, the targetmay make a reflexive Resolve roll each 10 minutes to free himself from one stage of mind control, possibly invalidating the command. If the command takes longer than one minute to perform and is physically or mentally taxing (such as the aforementioned sand-counting command), he may make this roll each minute instead. If following the command would result in direct harm to the target character or his allies, he may make this roll each turn at the end of his turn instead. Solong as the character remains dominated, however, he will resist any attempts to prevent him from following his commands. A dominated character remains dominated until his task is complete, until he successfully breaks all stages ofmind control, or until the source of his domination issues a different command.

    Extras:

    Mind Blank - The target does not realize it was dominated even after the effect ends.

    Telepathic Domination - The character need not be able to communicate effectively with her target in order to use Domination.

    ONEIROMANCYClass: Alpha

    Type: Mystic

    Cost: Varies

    Dice Pool: Wits + Empathy + Oneiromancy

    Action: Varies

    Range: (Power Level + Oneiromancy) x 10 yards (This refersto the distance between the target and user of this power. Distance within a dream is meaningless.)

    Duration: Scene

    Effect: The character is automatically able to detect a dreaming target in her set radius. She is able to determine the exact mood of the dream within (Example: Nightmare, Night Terror, Good Dream, Passionate Dream, etc.), also automatically. The character is able to discern the duration of the dream thus far, or if the target is near to waking. The physical representation of this skill is up to the player.

    Use of this power does not tell the character where the sleeper is, aside from knowing they are in the radius of the power. Likewise the user of this power does not know what the sleeper looks like in real life, or any other details about them (though they can make inferences as usual). They simply know that, as a dreamer, the individual is active on theastral plane and their general state.

    Oneiromancy has an associated Power Tree.

    DUPLICATEClass: Omega

    Type: Mystic or Bio

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Instant

    Range: Self

    Area: N/A

    Duration: Permanent (Until merged, see below)

    Effect: The character splits themselves into two identical people, at a cost of 1 Verve, and taking one turn. Each is an identical copy of the originating character, with the same Attributes, Skills, powers (meaning the duplicates can duplicate), and clothing. Equipment important enough to havegame traits will not be duplicated in this manner. Duplicates share a Verve pool. Multiple uses of or replenishment of Verve in the same turn do not stack. Willpower is shared in the same fashion, and likewise does not stack for the purposes of replenishment or expenditure. Essentially, the group is treated as one individual for the purposes of gaining or using Verve or Willpower. Duplicates remain until reabsorbed, which also takes a turn and body contact. Duplicates merging together take the average wounds of both, rounded up.

  • Duplicates share no mental link with each other or with the originating character, and must communicate as normal (unless they possess additional powers which would allow otherwise). Knowledge gained by one is shared by both uponmerging. This power has the side effect of allowing the character to train multiple traits at once. One or more duplicates can train while one or more are otherwise active. Duplicates share an experience pool, but spend the points individually. Thus if one remains at home while the other travels, either may spend points on a trait increase while the other doesnt, but only one would get the trait increase until the two merge again. Should the more learned duplicate die before merging, the experience points are lost.

    Duplicates act on the same initiative. The character may havea number of bodies at a time equal to his dots in Duplicate + 1.

    Note that this power is very similar to the power Clone. Players considering this power for their character may also want to consider that power.

    Extras: None

    Weaknesses:

    Shared Health - The group is treated as one individual for thepurpose of taking damage.

    DURABILITYClass: Alpha

    Type: Bio

    Cost: --

    Dice Pool: N/A

    Action: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injury. Every dot in Durability grants the character one additional health level.

    God Machine Chronicle Rules Update: If using the rules update treat this power as a beta power, due to the static nature of exp costs in the update.

    Extras: None.

    ELEMENTAL MASTERYClass: Beta

    Type: Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Dexterity + Craft + Elemental Mastery

    Action: Instant or Extended

    Range: (Power Level + Elemental Mastery) x 5 yards

    Area: Varies

    Duration: Scene

    Effect: The character is able to control one specific element, chosen when this power is purchased. The Storyteller is the final arbiter of what constitutes a viable element for this power; possible examples include the classical Aristotelian and Feng Shui elements (Fire, Air, Water, Wood, and Earth and Metal respectively), ice, electricity, light, darkness, and sound. As a guideline, assumean element must be physical and must be naturally occurring,at least some of the time.

    In order to use this power, the character must have a significant source of the element nearby. It is up to the player and Storyteller to determine what constitutes "a significant source" for the action attempted.

    The character cannot manipulate the element if it is part of a living being.

    The basic use of this power allows the character to craft the element without tools and without damaging themselves. Even if the shape the character wishes to leave the element in is unnatural for it the element will remain in that shape untilthe end of the scene, when normal physics takes over. By spending additional Verve the object may be able to persist. Ifthe character spends a point of Verve at the beginning of each new scene the created item will continue. Normal crafting rules otherwise govern whatever the character is making, except that they use the die pool above.

    The character may give their creation up to (Power Level) Durability.

    If you are looking to have your character fling the element forward as an attack, see the Force Bolt power. If you want the character to be able to propel themselves along with the power, use a variant of the flight power.

    Elemental Mastery has a rather large Power Tree associatedwith it.

    Weakness:

    Narrow Purview - The character can only effect a subset of one of the typical elements (gold or glass instead of earth, saltwater or blood instead of water, etc.) and cannot have Elemental Instantiation (because otherwise this isn't much of a weakness).

  • EMPATHIC MANIPULATIONClass: Beta

    Type: Tech, Mystic, or Bio

    Cost: 1 Verve

    Dice Pool: Manipulation + (Empathy) + Empathic Manipulation vs. target's Composure + Power Level

    Action: Contested; resistance is reflexive

    Range: (Power Level + Empathic Manipulation) x 5 yards

    Area: N/A

    Duration: One scene

    Effect: The character is able to manipulate the emotions of a target. If the character wins the contested activation roll, he isable to increase or decrease the intensity of an emotion that the target is already feeling, or instill a mild version of an emotion that the current is not currently feeling: for example, on a successful activation roll, the character could turn passing interest into infatuation or burning anger into mild irritation, or instill a feeling of anxiety into a target who would otherwise have no reason to feel afraid. On an exceptional success, the character is able to drastically alter the target's emotional state or instill a strong emotion where there was none previously: mild anxiety can turn to paralyzing terror or true love to apathy, or a previously calm and placid individual can suddenly explode into a furious rage. Note that the character has no control over the target's behavior, only her emotional state, and it is up to the Storyteller to determine how Storyteller characters affected by this power would behave. The emotional changes wrought by Empathic Manipulation fade at the end of the scene.

    God Machine Chronicle variant: The character may spend a point of verve to add their Empathic Manipulation + Power Rating rating to a First Impressions roll or the rolls to open a Door.

    (( You may want to consider this having a more short term effect. First Impression is one that has a long term effect on the game. Not to mention Doors take days, sometimes weeks to open

    I suggest "The target gains the "Emotional" condition. With emotional having the description "You characters base emotional state has been altered by supernatural effect, and you are liken to follow it. Any roll to resist temptation based on that emotion gets a -2.; Resolution: You succumb to the emotional state or the scene ends. Beat: N/A" and on an exception success the target gains the "Impassioned" condition "You are suddenly overwhelmed by an emotion, spontaneously acting based on it. Whenever the offer to indulge that emotion come up you must make a Resolve + Composure roll in order to turn it down. Resolution: You willingly indulge inthe targeted emotion. This does not include failed die rolls. Beat: Your character is put in harms way by acting on said emotion"))

    Extras:

    Multiple Emotions - The character is able to affect multiple emotions at a time, one for every dot in Empathic Manipulation he has. If the character gains two successes above that which the target rolls, they may impart an appropriate emotional Condition.

    Weaknesses:

    Single Emotion - The character can only ever affect one emotion, chosen when this power is first purchased.

    ENERGY ABSORPTIONClass: Alpha

    Type: Tech, Bio, or Mystic

    Cost: 1 Verve

    Dice Pool: Stamina + Energy Absorption x 2

    Action: Reflexive

    Range: Self

    Duration: Instant

    Effect: The character is able to draw energy from one type ofdamage (physical, mental, magic or energy), chosen when this power is first purchased. When this power is activated, the character ignores 1 damage per success of the chosen type, then adds 3 dice per damage ignored this way to a bonus pool. This pool can be added in whole or in part to the character's rolls in a specific way, most often boosting another power, and is expended after use as well as at the end of the scene.

    Extras:

    Invigorating - Each 3 dice in the character's bonus pool grants a temporary Health level.

    Reflect - Whenever this power reduces damage to 0, the character may reflexively roll Dexterity + (Athletics) + Energy Absorption as a ranged attack with a range of (Power Level +Energy Absorption) x 5 yards, which is treated as a firearm and deals the same type and severity of damage that was absorbed.

    Weaknesses:

    Single Source - The character can only absorb damage from a specific source, such as fire or metal.

  • ENERGY LEECHClass: Beta

    Type: Tech, Bio or Mystic

    Cost: N/A

    Dice Pool: Stamina + (Survival) + Energy Leech - target's Stamina

    Action: Instant

    Range: Touch

    Area: N/A

    Duration: Instant

    Effect: The character is able to draw energy from other characters in order to fuel her own abilities. Each success on the activation roll reduces the target's Verve* total by one, and increases the character's Verve total by one; the character may not increase her Verve total above its allowed maximum in this manner. If the target character has no Verve remaining, each success on the activation roll instead reduces the character's Willpower point total by one; if the character has no Verve and no Willpower points remaining, each success on the activation roll deals one level of lethal damage to the target.

    Variant: The character may be able to drain a different fuel stat, such as Mana or Essence, either converting it to Verve or holding it in the same state.

    Extras: None

    EXTRA LIMBSClass: Alpha

    Type: Tech, or Bio

    Cost: N/A

    Dice Pool: N/A

    Action: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: The character possesses more than the standard human complement of dexterous appendages: two added for every dot he has in this power. Whenever this character attempts to grapple an opponent, he may add a number of dice to his dice pool equal to the number of dots he possesses in Extra Arms.

    He may also attempt to grapple multiple opponents at once, to a maximum of one opponent for every dot in Extra Arms the character possesses; the character suffers a cumulative -1 penalty to all grappling rolls for each additional opponent grappled after the first. The character may still only make oneattack per turn in combat (unless Merits such as Fighting Style: Boxing or Fighting Style: Kung Fu are purchased).

    Furthermore, if the character is able to hold multiple automatic weapons and elects to fire a burst as his attack, hemay elect to fire all of the guns at once and allocate the

    bullets fired between each weapon.

    Out of combat, of course, there are a great many benefits to having more than the standard number of hands; the Storyteller is the final arbiter as to what effect this has in-game, but as a general rule, the character should not be ableto perform more tasks at once than his Wits or Intelligence (whichever is lower), and only if the tasks are not particularly mentally taxing.

    Note: In this game, there are many ways to increase your chance of escaping a grapple or bypass a grapple entirely, while the grappler relies on Strength alone to prevent escape.Storytellers should consider giving characters with this power higher effective Strength for the purpose of holding a grapple.

    Extras:

    Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool.

    Discrete - The appendages may be hidden or unmade when not in use. They may be retractable, dissipate into smoke or whatever else is appropriate for the rational supporting the power.

    FLIGHTClass: Beta

    Type: Tech, Bio, or Mystic

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: One scene

    Effect: The character is able to soar through the air. She gains a flying Speed equal to her (Flight x 10). Flight normallyrequires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Flight rolls in order to successfully perform aerial acrobatics or other stunts.

    When flying, strength isn't useful for lifting. In general, strength requires something to push against. When attempting to lift something while flying, us Flight + Athletics as opposed to Strength + Athletics. The same applies to attacks that would usually use Strength but are being done from the air. Flight + Weaponry or Brawl becomes the appropriate pool.

    The character can make a aerial attack provided they can getup to full speed before doing so, slamming their target with their body, or striking them with a limb or weapon. To get up to this speed, the character must spend one or more turns doing nothing but accelerating. This effectively works like an aiming, except that the character does not need to have a target until the turn in which they attack, and they may 'aim' this kind of attack for a number of turns up to their power's rating plus Power Level. The aerial attack isn't limited to the three bonus dice limit that aiming is, and it does not benefit from rules that further benefit aiming.

  • Extras:

    Gravitic Grounding - The character's flight method circumvents physics to some degree. They can use Strength in place of Flight for lifting or attacking.

    Weakness:

    Indiscrete - The character's flight apparatus is visible, bulky and inconvenient, especially when not in flight. He may sport large wings, an integrated biomechanical jet-pack or be constantly wreathed in a cracking miasma of energy. This cancause difficulties in flight, requiring extra space, somewhere to run for a launch, or other conditions to be met. It typically looks a bit odd too, depending on the company, and may apply social penalties at the discretion of the ST. Characters without this weakness may have wings or other visible apparatus of flight, but they fold away neatly, disappear or otherwise aren't an issue unless this weakness is taken.

    FORCE STRIKEClass: Alpha

    Type: Tech, Bio or Mystic

    Cost: 0

    Dice Pool: Strength + Brawl

    Action: Instant

    Range: Melee

    Area: N/A

    Duration: Instant

    Effect: The character can extrude sharp claws from her fingertips, turn her fists to sharp-edged stone, summon a nimbus of deadly energy around her hands, or else enhance her unarmed attacks in some way.

    The character effectively has a natural weapon which can be used at any time. It has an initiative modifier of (-3 + Force Strike), meaning that when first purchased the power has an initiative modifier of -2, and by the fifth dot it has a +2 modifier. The damage rating is equal to the character's PowerLevel.

    The power need not manifest as literal claws, but should takethe form of some sort of connected weapon, like fangs, spiked fists, a barbed tongue or anything else that seems likeit would use the same rules.

    Variation: Different rationals may allow for a different form of defense to be applicable. For example, if the strike is a discharge of psychic energy, it may use the lower of Resolve or Composure for the applicable armor.

    Force Strike has an associated Power Tree.

    FORCE FIELDClass: Beta

    Type: Tech or Mystic

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: Instant

    Effect: The character is able to absorb the damage from physical, mental, magic or energy-based attacks (choose twowhen the power is purchased). Whenever the character takesdamage from the appropriate source, she may activate this power to reduce that damage by one per dot in Force Field.

    This power can of course only be activated if the character is aware of an attack; it is therefore the perfect power to refluff as enhanced reflexes.

    God Machine Chronicle Rules Variant: Treat the rating in this power as general armor against the appropriate attack type.

    Extras:

    Versatile - The character's Force Field may absorb damage from an additional damage category.

    Barrier - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards.

    Boosting - Each level of damage absorbed by this power grants a +1 bonus to some future roll involving one chosen Attribute in the following turn.

    Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1.

    Set - The Duration for the effect becomes One Scene.

    Weaknesses:

    Ablative - (may only be taken with Set Extra, above) Each level of damage absorbed by this power reduces the field's effectiveness by one until it is activated again.

    Specialized - The character's Force Field may absorb damage from only one damage category.

  • GRAVITY CONTROLClass: Beta

    Type: Tech, Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Intelligence + (Science) + Gravity Control

    Action: Extended

    Range: (Power Level + Gravity Control) x 5 yards

    Area: (Power Level + Gravity Control) yards

    Duration: Concentration

    Effect: The character is able to manipulate gravitational forces.

    Each success on the activation roll allows the character to either increase the gravity of the affected area. As a general rule, each success put towards increasing local gravity decreases the effective Strength of all in the field by 1 per success, and penalizing all physical actions by the same amount (user included). Characters with less Strength then the successes rolled are pinned in place (going prone) unlessthey succeed in a Strength + Athletics check, penalized by the user's Power Level, each turn. An equal penalty is appliedto everyone's initiative.

    When falling, add the number of successes rolled to the distance fallen in yards for the purposes of damage.

    Using the power to decrease the local gravity reverses this effect; everyone in the field gains 1 effective Strength per success. Unfortunately, moving around in lower gravity is strange and disruptive, so the penalties to initiative remain.

    When falling, subtract the number of successes rolled to the distance fallen in yards for the purposes of damage.

    These Strength adjustments effect combat, athletics effects, and secondary stats as usual.

    Gravity Control can work as a rational for several other powers, such as flight and telekinesis.

    Gravity Control has an associated Power Tree.

    HEALINGClass: Gamma

    Type: Tech, Bio or Mystic

    Cost: Varies

    Dice Pool: Intelligence + (Medicine) + Healing

    Action: Extended

    Range: Touch

    Area: N/A

    Duration: Instant

    Effect: This power has three main uses: to treat injury, to treat disease, and to purge poisons or toxins. In each case, the character must spend one Verve per success in order to gain these effects; if the character has insufficient Verve or chooses not to spend it, any excess successes are wasted.

    If used to treat injury, each success on the activation roll allows the character or her patient to heal one level of bashing damage, or downgrade one level of higher damage.

    This power may also be used to regenerate ruined organs or severed limbs, but doing so requires 5 successes per body part and a week of rest for the patient.

    If used to treat disease, the character or her patient may immediately make an additional Stamina + Resolve roll to try and fight off the disease, with a number of bonus dice equal to the number of successes gained on the Healing activation roll.

    If used to purge poisons or toxins, the poison or toxin is successfully neutralized if a number of successes are gained on the Healing activation roll in excess of the substances toxicity rating.

    Using Healing is an extended action. The character may choose to continue healing next turn, adding her successes together, up to the number of dice in her unmodified pool. This power only takes effect and costs Verve when the character decides to stop rolling, and the character may roll anumber of times up to her effective Stamina. Each roll takes one turn.

    By spending 1 Verve before rolling, the character can extend the range of this power to (Power Level + Healing) x 5 yards, taking a -1 penalty to the activation roll per 5 yards.

    Extras:

    Efficient - The character need only spend one Verve per roll before rolling to gain the full benefit from Healing, not one Verve per success after rolling. Healing organs does not require the week long rest period.

  • ILLUSIONClass: Beta

    Type: Tech or Mystic

    Cost: 1 Verve

    Dice Pool: Intelligence + (Expression) + Illusion

    Action: Instant

    Range: (Power Level + Illusion) x 5 yards

    Area: N/A

    Duration: One scene

    Effect: The character is able to subvert the senses of others. The activation roll can create one static illusionary object per success, or one non-static illusion per two successes. Non-static illusions are those which move or interact on their own in a complicated fashion. Simple, or repetitive motions are still considered static. For instance, a statue would be a staticillusion, as would a waterfall, but an animal that responds to complicated interactions would be non-static. As a guideline, if the interaction is more complicated than what a typical video-game could manage, it is non-static. A jogger who just runs is a static illusion. If you can stop and have a realistic conversation with the jogger, that's not a static illusion. Illusions can't respond with knowledge the illusionist doesn't have.

    If someone interacts with a static illusion and gets a weird response, this doesn't end the effect, but it does tip them off that something is off.

    If an illusion is non-static the illusionist must direct one reflexive mental action each turn toward controlling it. This means that you cannot take other mental actions while controlling the illusion.

    The size of the illusion cannot exceed (2 + Power Level + Illusion x 2). No application of this power may have any tangible effect beyond misdirection, concealment, or emotionally effecting people in a natural way. Illusions effect all five senses.

    Opponents with more effective dots in Wits than the character's successes will know something is off. Opponents with superhuman senses might be harder to fool. Recognizing the effect as illusory does not show the truth.

    Extras:

    Milieu - The illusion can be described in terms of a setting, such as a dance hall full of dancers or a field with lots of plants and animals. Treat the listed range as a radius. Successes indicate how many details you can specify, one for one. All illusions are static, though the character can use additional roles to add non-static features.

    Weakness:

    Partial Senses - The illusion cannot effect all senses. Choosetwo senses that cannot be duplicated. Taste and smell are treated as one sense for these purposes.

    IMMOBILIZEClass: Beta

    Type: Tech, Mystic of Bio

    Cost: 1 Verve

    Dice Pool: Dexterity + (Athletics) + Immobilize - target's Defense + Power Level

    Action: Instant

    Range: (Power Level + Immobilize) x 5 yards

    Area: N/A

    Duration: See below

    Effect: The character is able to hinder his opponents' movement with layers of ice, quick-drying glue, zero-point energy fields or some other means. This power has two main uses: restricting another character's body movements and reducing her ability to perform physical tasks, or anchoring another character to a solid object and stopping her from moving around.

    If used to impede physical performance, the target takes a penalty to all rolls involving physical action (including attack rolls and most superpower activation rolls) equal to the number of successes gained on the character's Immobilize activation roll; if used to anchor the target, a successful activation roll reduces the target's Speed to 0, effectively pinning her in place (note that there must be a solid object present to anchor the target to, or else this technique cannot be used).

    In either case, the target's Defense is reduced by one for every success gained on the activation roll. If the activation roll is an exceptional success, the target suffers both effects: her Speed is reduced to 0, and she takes the penalty to physical actions (as well as to Defense). In order for the target character to escape from an Immobilize power, she must succeed on a Strength + Stamina roll, with a negative modifier equal to the number of successes gained on the activation roll; if Immobilize was used to impede the character's physical actions, that penalty does not stack with the penalty to escape the Immobilize power.

    Another character may attempt to aid the Immobilized character's escape, using the rules for Teamwork as described in the World of Darkness core rulebook (with the Immobilized character as the primary actor). The immobilizingagent may also be damaged to reduce its effectiveness, either by the immobilized character (if possible) or by an ally. The immobilizing agent has an effective Durability equal to the activating character's dots in Immobilize, and each level of damage dealt to it reduces the penalty to physical actions, the penalty to Defense, and the penalty to the escape roll by one; if the penalty is reduced below zero, the target is able to escape without making a roll.

    Extras:

    Ephemeral - The immobilizing agent cannot be attacked to reduce its effectiveness.

  • Radius - The effect has a blast radius, effecting all viable targets in a sphere with a radius of 2 yards + 1 yard per additional point of Verve spent in the activation. Each target requires a separate activation roll. The character may not spend more Verve to increase the radius than his dots in Immobilize.

    Constriction - By spending 1 Verve, the character can deal one point of bashing damage (this cannot be negated by armor, but can be negated by Invulnerability if the source of the immobilization matches the immunity) to a target that he has immobilized. By spending 2 Verve, he can deal one pointof lethal damage to a target he has immobilized. This is a reflexive action, but can only be done on the character's turn and once per turn per target.

    Weaknesses:

    Limited Means - Only effects biologic creatures, robots/machines, sinners (Morality 5-), the undead, etc.

    IMMOLATIONClass: Beta

    Type: Tech, Bio or Mystic

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Instant

    Range: Self

    Area: N/A

    Duration: One scene

    Effect: The character is capable of causing damage to anything that touches her. The source of damage dealt (fire, electricity, angry ghosts etc.) must be chosen when this power is first purchased. When the character activates this power, anything that contacts the character's body (her own gear and clothing excepted) takes an amount of lethal damage equal to the character's dots in Immolation or an amount of bashing damage equal to the character's Immolation dots + 2, as appropriate; if this contact is maintained for more than one turn, this damage is dealt each turn.

    Note that this damage is dealt to everything the character touches or that touches the character, including unarmed attacks or weapons that strike the character (in this case, the damage is dealt after the attack in question lands), other characters struck by the character's unarmed attacks, and even the ground under the character's feet. Once the character has paid the Verve cost for this power, she may switch it on and off at will for the duration of the scene; deactivating this power is a reflexive action, while reactivatingit is an instant action, and the character may not do both in the same turn.

    The player must decide when this power is purchased whether the damage type inflicted is physical, mental, energy,or magical. Armor applies to the damage if it protects against the damage type.

    Extras:

    Hazard - While this power is active, at the start of the character's turn, everything within 1 yard of her takes this power's damage minus armor or durability.

    Variable - The character's immolation may be either of two damage sources; the character may alternate between these sources up to once per turn as a reflexive action.

    INVISIBILITYClass: Beta

    Type: Tech, Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Wits + (Stealth) + Invisibility

    Action: Instant

    Range: Self

    Area: N/A

    Duration: One turn per dot in Invisibility

    Effect: The character is able to turn himself, his clothing, andhis personal possessions invisible. The power typically does not need an activation roll, unless contested by another power. Characters who are not actively searching for him become unable to see him at all, and characters who are actively searching for the invisible character must roll Wits + Composure and score more successes than the Invisible character's Power Level. To even attempt this roll the character must have some rational for detecting the invisible character. If this Wits + Composure roll is successful, the opposing characters are able to discern the invisible character's location in some manner and may attack him, with a -2 penalty due to his concealment; otherwise, the opposing characters are unable to locate the invisible character and must use the rules for Fighting Blind if they wish to attack him.

    This power's duration ends at the end of the character's turn, allowing her to keep spending Verve on it.

    Note that Invisibility only renders the character imperceptible to standard vision; other methods of detection (hearing, smell, infrared vision, telepathic scanning) will detect the character as normal.

    Extras:

    Enhanced Effect - The character may render himself undetectable to senses other than standard vision at a cost ofone additional Verve per sense, up to a maximum number of senses equal to the character's dots in Invisibility.

    Weaknesses:

    Brief - The power always requires an activation roll, and its duration is one turn per success.

    Shimmer In The Air - Opponents actively searching for the character need only one success and don't need to justify their search.

  • INVULNERABILITYClass: Beta

    Type: Tech, Mystic or Bio

    Cost: N/A

    Dice Pool: N/A

    Action: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: The character is highly resistant to one source of damage or form of attack, chosen when this power is purchased. A character's Invulnerability must be fairly specific: "hard radiation," "fire," and "mind control" are all viable Invulnerabilities, but "energy attacks," "physical attacks, "mental attacks," and "superpowers" are not. Each dot in Invulnerability negates one damage from any appropriate attack or effect that affect the character. The effects of Invulnerability stack with (and are applied after) anypenalties for armor, Defense, and powers such as Force Field.

    A character cannot have more dots in an Invulnerability than their Power Level.

    A character may buy multiple forms of Invulnerability, but no more types then their Power Level. Example: Kryptonians living under a yellow sun develop Broad Category (see below) Invulnerability, Physical Attacks and Energy Attacks. These would be a pair of gamma powers.

    Extras: Broad Category - (The character may elect to be invulnerable to "physical attacks," "mental attacks," "magic," or "energy attacks," but not "superpowers" or "damage").

    JUDGEMENT BRANDClass: Alpha

    Type: Mystic

    Cost: 0+ Verve

    Dice Pool: N/A

    Action: Instant

    Range: (Judgement Brand + Power Level) x 4 yards

    Area: (Judgement Brand + Power Level) yards

    Duration: Instant

    Effect: The target feels the weight of their actions come to bear as they experience a psychic montage of their crimes. This causes no harm to those who's karmic burden is light, but it becomes crushing to those who have led a life of immorality. Subtract the target's Morality from 8. The remaining number is the amount of lethal damage the target takes. This damage bypasses general damage reduction such as the Armor power, but not Invulnerability to its damage category. This power cannot be used on the same target more then once per session, unless the target's Morality drops later that session. A target with higher Power

    Level than the character's dots in Judgement Brand is immune.

    This power normally has one target. For each point of Verve spent, the character can choose one additional target in the area.

    Extras:

    Castigation - The damage is aggravated.

    Weaknesses:

    Judgement Stare - The character and target must make eye contact for this power to take effect.

    JUDGEMENT GAZEClass: Alpha

    Type: Mystic

    Cost: None

    Dice Pool: Composure + Empathy + Judgement Gaze

    Action: Simple

    Range: (Judgement Gaze + Power Level) x 5 yards

    Area: N/A

    Duration: Instant

    Effect: The character learns the current level of Morality the target possesses, their Virtue, or their Vice. Each success on the activation roll tells you the morality, vice, or virtue of a single person within range. Multiple successes may be spread among multiple targets.

    Extra:

    Seek The Sin - The character need not make an activation roll to use this power, and should they need to make a roll to notice any being with a Morality trait, they add dice to their pool equal to (7 - Target's Morality).

    LUCKClass: Beta

    Type: Mystic, or Bio

    Cost: 1 Verve

    Dice Pool: Luck + Power Level

    Action: Reflexive

    Range: Sensory*

    Area: N/A

    Duration: Instant

    Effect: The character carries an unstable probability field around their person which they are able to manipulate. The player may activate this power to bless a given roll with a higher chance of success. For each success on the activationroll the number required to roll a success drops by one, to a minimum of three. For example, if the activation roll grants two successes, the blessed roll would garner one success forevery 6, 7, 8, 9, or 10.

  • The character can bless multiple rolls in the same turn, but cannot effect the same roll twice. This is declared in responseto the action being declared, outside of the usual turn order.

    Players and STs should keep in mind that it is the player, and not the character, who chooses which pools receive the luck. It may benefit ends the player wants but which the character doesn't, and the character does not need to be conscious (*Sensory range, in this case, would mean the range of the character's senses were they conscious). As the character isn't aware of the power activating, they cannot spend willpower on it.

    Extras:

    Black Cat - With the Black Cat extra the character may use this power to curse a roll. Each success produces the result on the chart below, cumulative. If the targeted roll doesn't have a given step, skip it. Thus if the activation roll has two successes, and the targeted roll has no 9-again or 8-again quality, it would loose the 10-again quality and not count 8s as successes.

    Successes Effect 1 8-again does not effect the roll. 2 9-again does not effect the roll. 3 10-again does not effect the roll. 4 8s do not count as successes. 5 9s do not count as successes. 6 The roll becomes a chance die.

    The character may have Black Cat as a Beta power by itself.

    MATTER CONTROLClass: Gamma

    Type: Tech, Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Dexterity + (Crafts) + Matter Control

    Action: Instant

    Range: Touch

    Area: N/A

    Duration: One scene

    Effect: The character is able to transform, refine, reinforce, repair or disintegrate inanimate objects. This power is identical in effect to the Shaping technique of the Elemental Anima power, except it can target any matter that isn't part of a character, its cost is 1 Verve and its range is Touch. In addition, the character can spend successes to increase or decrease an object's durability or equipment bonus on a 1:1 basis, to deal aggravated damage to an object on a 1:1 basis, or to remove damage from an object on a 1:1 basis.

    Extras: None

    MEGA-ATTRIBUTEClass: Gamma

    Type: Tech, Mystic, or Bio

    Cost: --

    Dice Pool: N/A

    Action: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: There are nine Mega-Attributes, one for each standard Attribute. Each dot in a Mega-Attribute increases its base Attribute by 2 dots for the purposes of rolling dice. Alternatively, characters may reduce a penalty on a roll by three per mega dot instead of adding two dice. This may be done whole or in part, as the player wishes.

    A character may have no more dots in a Mega-Attribute than he does in its base Attribute or Power Level, whichever is lower.

    Mega-Attributes do not stack with Mega-Skills or Mega-Specialties without the Stacking extra applied to all applicabletraits.

    Mega-Attributes do not apply to secondary traits.

    Often the system refers to 'effective [attribute]'. This means the character's normal attribute + mega attribute.

    Extras: None.

    MEGA-SKILLClass: Beta

    Type: Tech, Mystic or Bio

    Cost: --

    Dice Pool: N/A

    Action: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: There are twenty-four Mega-Skills, one for each standard Skill. Each dot in a Mega-Skill increases its base Skill by 2 dots for the purposes of rolling dice. Alternatively, character may reduce a penalty on a roll by three per mega dot instead of adding two dice. This may be done whole or in part, as the player wishes.

    A character may have no more dots in a Mega-Skill than he does in its base Skill.

    Mega-Skills do not stack with Mega-Attributes or Mega-Specialties without the Stacking extra applied to all applicabletraits.

  • Often the system refers to 'effective [skill]'. This means the character's normal skill + mega skill. Specialties are applied, when appropriate, to 'effective [skill]', but Mega Specialties are not. When determining Availability, the effective [skill] is the character's base skill only, unless the character spends a point of Verve.

    When applying an exceptional success to an extended action, Mega Skills do not reduce the number of success as anormal Skill does. Disregard them in this case.

    Extras: Stacking.

    MEGA-SPECIALTYClass: Alpha

    Type: Tech, Mystic or Bio

    Cost: --

    Dice Pool: N/A

    Action: N/A

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: Mega-Specialties are defined with the same breadth as normal specialties. Each dot in a Mega-Specialty increases its base Skill by 2 dots for the purposes of rolling dice when that specialty applies. Alternatively, character may reduce a penalty on a roll by three per dot instead of adding two dice. This may be done whole or in part, as the player wishes.

    A character may have no more dots in a Mega-Specialty thanhe does in its base Skill. Likewise, a character must have a matching normal specialty to have a Mega-Specialty.

    Mega-Specialties do not stack with Mega-Skills or Mega-Attributes without the Stacking extra applied to all applicable traits.

    Often the system refers to 'effective [skill]'. This means the character's normal skill + mega skill. Specialties are applied, when appropriate, to 'effective [skill]', but Mega Specialties are not. When determining Availability, the effective [skill] is the character's base skill+specialty only, without mega specialties applied, unless the character spends a point of Verve.

    Mega Specialties stack like normal specialties, but only to a total bonus equal to the character's Power Level.

    When applying an exceptional success to an extended action, Mega Specialties do not reduce the number of success as a normal Specialty does. Disregard them in this case.

    Extras: Stacking.

    MIMICClass: Beta

    Type: Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Manipulation + Mimic

    Action: Reflexive

    Range: Touch

    Area: N/A

    Duration: Two turns per success

    Effect: The character is able to copy the abilities and powers of another character.

    In order to use this power, the character must touch her intended target; touching an unwilling target requires a Dexterity + Brawl roll, and the targets Defense applies.

    Once she has successfully touched the target, They must succeed in an activation roll. The character may spend one Verve to copy one of the targets Attributes, Skills, Merits, or superpowers for each dot in Mimic she has. In the case of Attributes, Skills, or superpowers, the characters rating in theability increases to either the targets rating in the ability or the characters own Power Level, whichever is lower. Copying the same trait from multiple sources does not stack, but increases the highest by 1 dot, up to normal limits.

    In the case of Merits, the character may only copy Merits worth a number of dots equal to or less than her own Mimic rating; the character need not necessarily meet the prerequisites a copied Merit, but the Storyteller is the final arbiter of which Merits can be copied (as a general rule, internal Merits like Gunslinger or Eidetic Memory can be copied, while external merits like Resources or Allies cannot).

    A character may only copy a total number of stats up to her dots in Mimic at a time. Abilities gained using Mimic disappear at the end of the duration unless the character spends another point of Verve to extend the duration to a scene.

    Extras:

    I Spy - The character need only see her target use an ability to copy it and need not touch the target.

    Mystic Replication - The character's mimicry manipulates fateand memory, and it can copy 'external' merits, reweaving society and chance to achieve the effect.

    Power Vampire - When mimicking a trait, you can choose to 'take' what you mimic from the target. You remove one dot from the target's pool per your own dots in mimic (i.e. with five dots in mimic you can totally eliminate a five dot power, attribute, or skill). The target regains their trait once the duration of the mimic effect has ended. When stealing a trait, the duration of the effect becomes only one turn per success,with no option to extend.

  • NEGATION FIELDClass: Beta

    Type: Tech, Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Resolve + Power Level + Negation Field

    Action: Instant

    Range: 0 yards

    Area: (Power Level + Negation Field) yards

    Duration: One scene

    Effect: The character is able to suppress all superhuman powers. When this power is activated, the character creates an area centered on herself, that moves with her, inside which all other superhumans are treated as having one less dot in all powers per success rolled. Once the activation cost has been paid, the character may switch the field on or off at the start of her turn.

    The character may activate this power multiple times, taking the highest result.

    Extras:

    Fixed - Instead of rolling to activate this power, the character is considered to have rolled one success per dot in Negation Field.

    Impenetrable - Attacks made using powers passing through the field take a -1 penalty per success rolled.

    Verve Sink - All other superhumans who end their turn in the field lose 1 Verve per success rolled.

    Weaknesses:

    Single Origin - The field only affects a specific category of superhuman, such as "mages" or "mutants".

    PHASINGClass: Beta

    Type: Tech, Mystic or Bio

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: One turn

    Effect: The character is able to "phase" through matter like a ghost, passing through solids and liquids as easily as throughair. Essentially a highly specialized form of Density Control (decrease), it allows the character to pass through any solid objects with Durability up to her dots in Phasing + Power Level, and to move through liquids and difficult terrain at full speed. The character can also levitate (but not truly fly) while this power is active, so she won't fall through the ground. As with Density Control (decrease), a character using the Phasing power is normally unable to breathe while her head

    and chest are inside a solid object or a liquid, and the character may risk suffocation if she is forced to spend multiple turns inside such an object.

    In addition, while this power is active, the character ignores one success per dot in Phasing from any physical attacks made against her. This power can be activated in reaction to such an attack.

    Characters who run out of Verve or simply refuse to spend it while inside an object will be forcefully ejected if the power is allowed to lapse while inside a solid substance. Assume a character will be thrown through a material in the shortest direction possible when ejected, and will take damage as if they had fallen a similar distance. Also, there is no guarantee that conditions where the character is ejected will be favorable or even safe.

    Extras: None.

    PHYLACTERY CREATIONClass: Omega

    Type: Mystic

    Cost: 5 Verve

    Dice Pool: Resolve + Phylactery Creation - Target's Power Level

    Action: Instant

    Range: Power Level + Phylactery Creation

    Area: N/A

    Duration: Varies

    Effect: For each success on the activation roll, the user is able to take one dot of one superpower from a target in a power of their choosing, and channel it. Through multiple uses, or even single and highly successful uses, the character can effectively remove entire powers from their targets. However, the user cannot use those powers for herself - not directly. Once channeled, the dots must be imbued into an inanimate object - granting the wielder that power at the same number of dots imbued into the item with the Contingent Activation (Phylactery) weakness automatically applying to the power - or directly into another character of their choosing, within their range.

    The power keeps any extras or weaknesses which were applied to it when bestowed upon an object or other character. If an object carrying a power is destroyed, it returns to its original user, likewise if a character imbued with a power through Phylactery Creation is killed, the power returns to its original user. There are strict rules of only one power per item, and only three powers per character.

  • If a character is given more than one power, the duration of the effect is one scene before the second dissipates. If a character is given three powers, the duration becomes a number of turns equal to the Phylactery Creator's power levelplus 1 before the third power dissipates and returns to its original user, leaving the second power until the end of the scene. Otherwise, the effects of Phylactery Creation have no set duration, though they may be dispelled by the character that created the Phylactery in the first place - an object with a power retains it until destroyed, and a character with only onepower bestowed upon them retains it until killed or the effect is dispelled.

    Weaknesses:

    Monotypical Apotheosis: You may only channel powers to create phylacteries if they are of a particular nature, i.e. you can only make phylacteries out of mental powers, energy powers, magic powers, biological powers, etc

    Note: In the Bloody Knuckles & Domino Masks chronicle, powers taken in this way retain the morality of their original users. If you are wielding a phylactery - or are one - and the morality of the power is on the opposite of the spectrum to your own, you must make a reflexive Resolve check each time you use the power, with each failure either removing or adding a dot to your morality (depending on whether the power's original user was good or evil). Powers of an exceptional morality (1 or 10) apply a cumulative penalty of 1 to the resolve checks, so after a while even the most stalwart hero wielding a TRUE villain's power will begin to feel the corruption of its negative influence.

    PLASTICITYClass: Alpha

    Type: Mystic or Bio

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: One scene

    Effect: The character is able to stretch and contort as thoughshe were made of rubber. When this power is active, the character is able to stretch her arms, legs, torso, and neck a maximum of three yards for every dot in Power Level she possesses, and may add her Plasticity rating to all rolls madeto grapple another character or to escape from a grapple. She is also able to squeeze her entire body through any opening that would allow a being to pass through which was size [her size - Plasticity rating]. Thus a normal size person (size 5) with Plasticity 3 could fit through a size 2 opening.

    Note: In this game, there are many ways to increase your chance of escaping a grapple or bypass a grapple entirely, while the grappler relies on Strength alone to prevent escape.Storytellers should consider giving characters with this power higher effective Strength for the purpose of holding a grapple.

    Extras:

    Shock Absorbing - The character also absorbs physical bashing damage equal to her dots in Plasticity.

    PLURIPOTENCE (Beta, Gamma and Omega)Class: Beta, Gamma and Omega

    Type: Tech or Mystic

    Cost: Varies

    Dice Pool: Power Level + Pluripotence

    Action: Varies

    Range: Varies

    Area: Varies

    Duration: Varies (Never Permanent)

    Effect: Pluripotence is an incredibly flexible power, and may be used to represent super-science, sorcery, breaking the fourth wall or other extremely versatile power sets. To represent this, it is bought as 1-3 separate powers, with someunique rules. Beta, Gamma, and Omega versions are effectively separate powers, which do not have one another as prerequisites. Each level of Pluripotence allows the character to mimic all of the other powers from the Class below it, with the following changes;

    1) Pluripotence costs twice the typical amount of experience points at all levels.

    2) The character rolls their Power Level + Pluripotence for any applicable rolls.

    3) If multiple techniques exist for the power, only one technique can be performed.

    4) Each Class of this power (Beta, Gamma and Omega) requires the player to select two generic weaknesses (other than Single Technique). Whenever activating the power, the player must choose one of the two weaknesses to apply for the appropriate level. If there is no logical way to apply either weakness (Storyteller call), then the power cannot be mimicked. The player may choose the same weaknesses for each level of the power if they wish.

    Pluripotence cannot duplicate Powers with a Permanent Duration.

    Clarification: Taking the Omega level requires an additional Weakness as usual, meaning that the Power requires a total of three Weaknesses.

  • PREMONITIONClass: Alpha

    Type: Mystic or Bio

    Cost: 1 Verve

    Dice Pool: Wits + Composure + Premonition

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: One scene

    Effect: The character is able to sense impending danger or threats to her person. To use this power, the character simply pays the appropriate Verve cost; no activation roll is required.For the rest of the scene, any time something threatens the charactersomeone points a gun at her, or she is about to trip a trapthe Storyteller must secretly roll her Wits + Composure + Premonition as she attempts to detect the danger. On a success, the character learns that she is in danger and has a general idea of from what location or direction the threat originates (IE There is a threat to you on the other side of this door); on an exceptional success, the character also learns the exact nature of the threat (IE Thereis a man with a crowbar on the other side of the door, waiting to ambush you). If the character has the Danger Sense merit, the bonus given by that merit applies to Premonition rolls as well.

    The character can activate this power as part of an Initiative roll to gain a +1 bonus per dot.

    Extras:

    My Brother's Keeper - The characters Premonition can detect dangers to anyone within [Power Level + Premonition] yards of the character.

    One Second Ahead - Once per turn while this power is active,the character may spend 1 Verve and make an activation roll to impose a -1 penalty per success on one attack made against her.

    RAISE DEADClass: Gamma

    Type: Mystic

    Cost: 1 Verve

    Dice Pool: Power Level + Raise Dead + (Occult)

    Action: Instant

    Range: Power Level x 2

    Area: N/A

    Duration: One Scene

    Effect: This power allows the character to bring life to the dead, to serve her in battle or other tasks. On a normal success, the reanimated body has a dice pool of 7 for all physical actions, and a dice pool of 3 for all mental actions, with a defense equal to half the character's dots in Raise Dead - if the target is the body of a meta-human, treat all superpowers as if they only had a single dot, and actions requiring verve or willpower draw from the character's own verve pool. Bodies reanimated with a single success do not retain merits or skill specialties. On an exceptional success, the reanimated target retains all of their stats from before dying, with a plus 1 to all physical actions - if the target is the body of a meta-human, their powers retain all dots from before death, and they arise with 10 verve to spend. Bodies reanimated on an exceptional success are sentient, though regardless of prior goals are now cooperative with the character (you can bring an enemy back to life with an exceptional success without being attacked by him/her). Bodies reanimated on an exceptional success also retain all merits from their former life. A body can only be reanimated once, after that it cannot be given life a third time. A charactercan only have a number of reanimated bodies working with her equal to her dots in Raise Dead.

    Extras: None

    Weaknesses:

    Fresh Bodies: Each turn the target has been dead applies a cumulative -1 penalty to attempts to use Raise Dead.

    Pushing Daisies: A body must be touched as an instant action to be reanimated, and once reanimated will only be cooperative with the character to the extent that they would inlife.

    Note: Some storytellers may find it necessary to have their characters make a reflexive morality roll when using this power at a penalty equal to half their dots in Raise Dead, depending on how they fluff the effect. Asking a body's corporeal spirit to fight alongside you one last time before passing on is not necessarily evil, while turning a mortal's corpse into a shambling meat-shield is not necessarily good.

  • REGENERATIONClass: Beta

    Type: Tech or Bio

    Cost: 1 Verve

    Dice Pool: N/A

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: Instant

    Effect: The character heals much faster than ordinary humans. The character automatically heals one level of bashing damage, or downgrades one level of lethal damage, per dot in Regeneration, every turn at the start of his action. These effects may be mixed, so a character who has 2 lethal levels of damage and 4 dots in regeneration may downgrade both levels to bashing and heal them in the same turn. Aggravated damage heals at the ordinary rate. This power is reflexive, so the character heals regardless of whether he is conscious or not.

    Extras:

    Versatile Regeneration - Aggravated damage may be downgraded as well.

    Weaknesses:

    Second Wind - This power must be deliberately activated as an instant action, taking the character's action for the turn.

    RESURRECTIONClass: Omega

    Type: Mystic

    Cost: One permanent dot in this Power

    Dice Pool: N/A

    Action: Reflexive

    Range: Self

    Area: N/A

    Duration: Permanent

    Effect: No matter the hardship, no matter how many pieces he may have been blown into, a character with this power always stands a chance of coming back. This power only goes up to 5 dots.

    The exact rational for this power will vary between characters, but their Resurrection will always depend on a Contingent Activation (as the Weakness, though it does not reduce the class of the Power) The player must choose whichof these is the case with their character. Enemies who know of this contingency will most-likely seek to ensure it doesn't occur. The ST should work with the player to determine the specifics this entails.

    Dots in this power effect the process in two ways. First, they allow for a faster resurrection, with the minimum waiting time being (5 - Resurrection) days. If all 5 dots in this power are taken, the character will resurrect at the end of the scene provided the conditions allow it. The second benefit is that one month per dot can pass before resurrection is no longer an option. Should conditions not allow the character toresurrect, their allies have more time to change the situation.

    Coming back from the dead is a harrowing experience. Characters who do so will need to roll for degeneration. If the death was particularly disturbing, the ST may impose a penalty.

    If the character with this power does not have the Ageless Merit, they will still die of old age if the Chronicle lasts long enough for this to matter.

    Extras: None

    Weaknesses:

    Death's Toll - The character doesn't come back whole. Perhaps they resurrect with crippling amnesia (penalty to skills and some merits) or the body of a baby (penalty to attributes and size). Whatever it is, it's a hassle, but the Storyteller always provides a way to restore the character even if it isn't convenient or obvious.

    SCANClass: Alpha

    T